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UCHENNA GEOFFREY CHIAHA - BHU/19/04/05/0007

VICTORIA ESSIEN EBONG - BHU/19/04/05/0012

GRACE IZE ERHUNMWUNSEE - BHU/19/04/05/0049

DORCAS BUSSA - BHU/19/04/05/0058

DONALD MICHAEL - BHU/19/04/05/0047

TOPIC: Empowering Students on campus financially.

DESCRIPTION OF PROBLEM

One of the major problems students face in school today is the increase in the cost of
food and other services in school. Students go days without eating proper meals
because their monthly allowance runs out fast and they have no other source of
income to sustain them.

AIM OF THE PROJECT

The aim of this project is to find a convenient way for students to earn money while
on campus.

USERS

Our target market are students and staff.

DATA COLLECTION METHOD

Our data collection methods are questionnaires and observation.


DATA COLLECTION TOOL

We will administer the questions below by creating a google form and sharing it to
students online via social media applications like WhatsApp, Instagram etc.

Questions:

1. How often do you struggle to afford meals or other necessities on campus?

2. Do you currently have any sources of income while on campus? If so, what are
they?

3. What are some ways you have tried to earn money while on campus in the past?

4. What types of jobs or opportunities would you be interested in that would allow
you to earn

money on campus?

5. Do you have any specific skills or talents that you feel could be used to earn money
on campus?

6. How much time per week do you have available to work on campus?

7. Are there any barriers or challenges that make it difficult for you to earn money on
campus?

8. Do you have any ideas for how the school or other organizations on campus could
help students

earn money while studying?

Observation:

Students often have conversations with each other about their day or activities they’ve
done and also their financial situations. One would just need to listen carefully or pay
extra attention during on these discussions to get the information we need.
We plan on gathering data by paying close attention to what activities students carry
out on a daily basis on campus and see which ones they can generate income by
doing.

DATA ANALYSIS FOR THE PRODUCT ‘SENDME’ APPLICATION

Data analysis is the process of turning raw data into relevant information that supports
business decisions. There are two methods used in data analysis. They are
Quantitative data analysis and Qualitative data analysis.

For this product, we will be using the qualitative data analysis method.

Qualitative data analysis is a process of gathering, structuring and interpreting


qualitative data to understand what it represents.

We made use of this method through the means of making questionnaires,


observations and carrying out interviews.

A data analysis strategy called coding was used to carry out this analysis

DATA ANALYSIS FROM QUESTIONNAIRES

We had a total of 61 responses in the questionnaire.

1. How often do you struggle to afford meals or other necessities on campus?


Responses:
Above is a pie chart of the responses gotten from the question.

Blue: This indicates the students that often struggle to afford meals and
necessities.
Red: This indicates the students that don’t struggle to afford meals and
necessities often.
Orange: This indicates students that frequently struggle to afford meals.

Overall, majority of the students don’t struggle to afford meals and necessities.

2. Do you currently have any sources of income while on campus? If so, what
are they?
Responses:

Responses Code numbers for responses Number of responses


1 1

Cryptocurrency
QA Engineer 2 1
Business 3 7
No 4 16
Parents 5 8

Overall, majority of the students currently don’t have sources of income while on
campus.

3. What are some ways you have tried to earn money while on campus in the
past?
Responses:

Responses Code number for responses Number of responses


Parents 1 1
Betting 2 3
No 3 8
Cryptocurrency 4 7
Tutorials 5 4
Selling 6 30
This indicates that majority of the students recommend selling goods to earn money
on campus.

4. What types of jobs or opportunities would you be interested in that would


allow you to earn money on campus?

Responses Code number for responses Number of responses


Online job 1 8
Tutorial 2 5
Selling 3 18
Majority of the students would be interested in selling goods to earn money on
campus.

5. Do you have any specific skills or talents that you feel could be used to earn
money on campus?

Responses Code number for responses Number of responses


No 1 16
Yes 2 45
This indicates that majority of the students have skills that can be used to earn money
on campus.

DATA ANALYSIS FROM OBSERVATION

1. Another user was given the Upwork of the application product o test. From
our observation, we noticed that the user was happy and satisfied with their
experience from the Upwork of the application.
INFLUENCE OF THE DATA ANALYSIS METHOD ON THE PRODUCT

1. The questionnaire designed and show that the response from the individual
was fully understood, with the aid of our questions concerning the product.
2. Unlike behavioural data that captures how participants interact with a design,
data from interviews is self-reported.
3. The Observation practiced, provided vital information for the creative process.
We using analysis of their observations reassures designers about the relevance
and social impact of the concepts since we are addressing real and well-defined
needs of the users.
4. The Interview ensured we handle missing values in a dataset with open-ended
questions so that in-depth information will be collected by visualization.

PRODUCT DESIGN

In our questionnaire, we included the below questions:

1. What are some ways you have tried to earn money while on campus in the
past?
2. What types of jobs or opportunities would you be interested in that would
allow you to earn money on campus?

Responses to the above questions were a variety of options such as delivery, tutoring,
selling, repairing systems, graphic design, web development, photography, makeup.
Additionally, the results of our observation indicated that a lot of students either aren’t
aware that such services are available on campus or they have no way of contacting
them, instead they search other places.

With this knowledge, we moved our focus from a logistics app to a marketplace for
skills/services. This way, students can search and discover various students on their
campus who offer the services they seek. We believe this approach not only improves
their business but also makes their service more visible.
For services such as make-up, photography etc where the customer might need to see
proof of work, we included an explore page where the freelancers can post pictures or
videos of their work.

2. Usability and Design Principles

Feedback

In the “Post a job” section of the application, once the user fills the form and
clicks the submit button, there is a brief spinner animation to let the user know
that the app is responding to their action.

Constraints and error prevention

The buttons that enable the user to register or login to the app are disabled until all
input fields have been filled. This prevents the user from submitting a form without
key information being filled.

Beneath the password field, there are guides that help the user know what kind of
characters they are to include in their password. This is to prevent them from making
a mistake and finding out only after they have tried to submit.
Consistency

All primary buttons maintain one colour and shape throughout the design, to prevent
the user from performing an action they didn’t want to. This is because most users pay
attention to other properties like colour when clicking a button rather than the text
written on it.
PRODUCT EVALUATION

Using the field studies evaluation method, we sent the prototype link to 5 users and
asked them to complete the tasks below:

1. Search for a service


2. Invite a service provider to a job
3. View a service providers profile
4. Locate the explore page
5. Check your notifications
6. Post a job offer

These tasks helped us to understand how easy it is to navigate the application and
complete them. Asides from mistaking the design prototype for an actual mobile
application, trying to perform tasks that haven’t been prototyped. Most of the users
pointed out that the application is user friendly and easy to navigate. The had little to
no trouble figuring out how to achieve the tasks above.

Prototype link: https://www.figma.com/proto/cjln43iVX5x1kkF0G9Ts3n/UniMart?


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